So do you think shadows are possible? I wouldn't mind a more technical explanation as to why they aren't available, unless of course I missed it.

Well shadows ARE casting on stuff like Sonic or the objects. It's there, it just isn't casting on the terrain for some reason(and it's not some Terrain -> Terrain thing, Sonic and the objects don't). The only technical explanation we got is, we don't effing know. But hey, a week ago I wouldn't even have dreamed of seeing GIA data correctly working, let alone the high-quality DLC one.

Lobotomy, on 31 January 2012 - 04:02 PM, said:

Also will Chun-Nan be brighter in the future?

As explained in the video due to HDR and color correction, I wouldn't want to tweak the GIA maps more until shadows are possible. It's really just dark because it's actually bright. Once shadows are there it's just a matter of finding the right color tones for the lighting maps.

Not really. The chunk-terrain loading like in Generations isn't ported yet because it's not the same format. My guess is that the flickering is caused by stuff off-screen loading/unloading when it shouldn't. Most of Generations uses triggers to load/unload terrain when you go past certain points... here it's just streaming whatever is inside the radius, and inside the memory constraints. This has some bad implications, one being that the low quality GIA maps are loaded in near range due to insufficient memory, while certainly some of the stuff could be unloaded because it's not really visible.

Windmill Isle act 2 framerate can drop heavily sometimes because of that as well. But it should be possible to port it over in a hard day's work.

As someone who hasn't played Unleashed, I would really like to play the day stages in Generations. I've heard bad things about the Werehog and deemed it not worth a purchase (learned my lesson with 2006, which I bought anyway).

Werehog is much more palatable than Knuckles/Tails stages in SA2. It's just such a break from the daytime stages (and something that really doesn't belong in a Sonic game at all) that the contrast kills it flat dead and really does break the momentum of the game. Heck, if I didn't have any preconceptions or were trying to get through them as fast as possible to get to the next day stage, I daresay I might actually have found them entertaining.

That being said comparing Unleashed to 2006 is just plain unfair. 2006 was and is in its own exclusive level of suck, covering everything from the overly dramatized writing, awful gamebreaking bugs and ridiculous loading times/frequency. If you see Unleashed in the bargain bin for $10 and still can't bring yourself to buy it, you're really doing yourself a disfavor. It's a very playable game.

edit: And I don't see how Eggmanland could ever get ported without some extensive renovation. You really need to experience that stage in its original form at least once. Especially if you have any masochistic tendencies whatsoever.

Just so everyone knows, the porting and stuff is pretty basic since Havok has the ability to place animations for one skeleton onto another, as stated on their website. So you should be able to swap anyone with who ever you want.

Project:Sonic Lost World: Nonexistent Six/Fixed Edition; Sonic Genesis Adventure (Let's see how long this lasts :V)

Wiki edits:10

Facinating. Could you perhaps explain this process to someone who knows pretty much jack shit about hacking? I'm extracting the files (probably should have extracted them in separate folders in retrospect... eh I'll just do it again), and I was wondering how would you go about editing the character models? Do you have to simply just rename the file of, say, classic_eggman to classic_sonic and it would just take over or is there more to it then that.